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05-04-24 06:30 PM
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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread New poll | | Thread closed
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User Post
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6285 days
Posted on 01-26-06 12:17 AM Link
Hey. Theres a PERSON that is Claiming this Editor. Ill give you the Link. LETS TAKE THIS BITCH DOWN.

http://www.moviecodec.com/topics/10692p1.html

His name is ALAN somthing?


(edited by UZI in my pocket on 01-25-06 11:21 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6475 days
Last view: 6475 days
Posted on 01-26-06 12:58 AM Link
Originally posted by UZI in my pocket
Hey. Theres a PERSON that is Claiming this Editor. Ill give you the Link. LETS TAKE THIS BITCH DOWN.

http://www.moviecodec.com/topics/10692p1.html

His name is ALAN somthing?


Yeah I already found it, as you can see I posted there as v-twin. Anyhow, he cannot prove anything anyway... I can find if these guys start to link to my page by looking at referrers, so I don't think they can do much without me knowing it...
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6285 days
Last view: 6284 days
Posted on 01-26-06 01:47 AM Link
Damn idiots..
I hate people who claim stuff as their own.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6285 days
Posted on 01-26-06 02:39 AM Link
I have just ordered that idot, ALAN, to go jump in the lava!


(edited by Spekkio on 01-26-06 01:46 AM)
Guy Perfect









Since: 11-18-05

Last post: 6286 days
Last view: 6285 days
Posted on 01-26-06 02:42 AM Link
That's no big deal. When the editor is released with a big, fat "By: VL-Tone" on it, the only way to claim it is if we get ten or twelve wannabes start calling themselves VL-Tone...

Okay, that's a scary thought... And even scarier: What if I get clones with the F-Zero X editor?

I'm so scared. I think I'll avoid this thread for a while.
spydark
Newcomer


 





Since: 01-26-06

Last post: 6653 days
Last view: 6653 days
Posted on 01-26-06 06:02 PM Link
i joined this forum to to look at this thread..

This is a really big topic over at VGDC...roms will be funner to play cause they are YOUR roms...now for my question

will this game have a level warp option...

example:die fighting the last bowser or in the last world...and you warp to the top of the castle
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6475 days
Last view: 6475 days
Posted on 01-27-06 01:18 AM Link
Welcome to the board spydark!

Pardon my ignorance, but what is VGDC? I guess that the VG means Video-Game, but the DC... DreamCast?

Could you please post the thread url so I can take a look?

I'm not sure if I'll include the possibility of editing the warps in the first release. What you are asking would be possible for all levels except the last one. The end sequence is more custom stuff, and I don't know much about it yet. I'll experiment to see if it's feasible.

----------------

BGNG, you are right it's no big deal, and even if some people used my nick to claim the editor is theirs, it would only spread the name

So please people, don't start a war on the moviecodec thread....

But yeah this is one of the reasons I won't release the source code of my editor. Like you tough, I'll publish a document with all the info necessary to build an equivalent editor. If someone wants to copy my editor without crediting me, at least they'll have to work for it
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6286 days
Last view: 6284 days
Skype
Posted on 01-27-06 02:13 AM Link
Originally posted by VL-Tone
Pardon my ignorance, but what is VGDC? I guess that the VG means Video-Game, but the DC... DreamCast?

Video Games Director's Cuts
firemaker

Cheep-cheep


 





Since: 12-13-05
From: Somewhere in a place called Berkshire

Last post: 6363 days
Last view: 6363 days
Posted on 01-27-06 04:19 AM Link
Originally posted by BGNG
That's no big deal. When the editor is released with a big, fat "By: VL-Tone" on it, the only way to claim it is if we get ten or twelve wannabes start calling themselves VL-Tone...

Okay, that's a scary thought... And even scarier: What if I get clones with the F-Zero X editor?

I'm so scared. I think I'll avoid this thread for a while.


BGNG I wouldn't worry. People who try and copy you can't be too intelligent and so it would be obvious that they are just trying to copy you. Same to VL
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6315 days
Last view: 6315 days
Posted on 01-27-06 01:09 PM Link
Yeah, a document explaining how to do it would be nice. Not like I'm going to steal you're stuff, just want to know how it is done. By the way, earlier you stated that you don't know the limitations of the games size, so that is why you want the editor to only edit existing objects (like change a goomba into a tree), and not add objects. But wouldn't the game's size be bigger if you used a hex editor? Just a suggestion.
spydark
Newcomer


 





Since: 01-26-06

Last post: 6653 days
Last view: 6653 days
Posted on 01-27-06 01:34 PM Link
http://www.videogamedc.org/forum/index.php

the thread isnt really goin anywhere anymore...but find it in gaming discussion
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6285 days
Last view: 6285 days
Posted on 01-29-06 11:58 AM Link
Documentation can be found around here, mainly in the older threads in the archive.

VL-Tone, you should have edited the grass/ground texture to have your name in it. That would have shut him up pretty nicely. The watermark is a bit hard to see, but I saw it when you grabbed the caps.


(edited by Hyper LOL on 01-29-06 10:59 AM)
Rain Man

Paragoomba


 





Since: 11-18-05

Last post: 6420 days
Last view: 6420 days
Posted on 01-29-06 05:56 PM Link
Originally posted by Hyper LOL
Documentation can be found around here, mainly in the older threads in the archive.

VL-Tone, you should have edited the grass/ground texture to have your name in it. That would have shut him up pretty nicely. The watermark is a bit hard to see, but I saw it when you grabbed the caps.


My friend, Stag, made the following:
"Something like this?"

http://rainman.ra.totalandcompletefailure.net/1
http://rainman.ra.totalandcompletefailure.net/2
http://rainman.ra.totalandcompletefailure.net/3
http://rainman.ra.totalandcompletefailure.net/4


(edited by Rain Man on 01-29-06 04:58 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6475 days
Last view: 6475 days
Posted on 01-29-06 11:49 PM Link
For those who didn't see it, here is the video I made to "prove" that I was working on the editor:

http://www.youtube.com/w/Super-Mario-64-Mod-2006?v=LC2SIXvs1mo

HyperHacker, I first thought about putting my name in a texture as a proof, but I thought it was too easy, and there are already tools to do it. But yeah I get your point, I could have used it as a kind of watermark in the video. The watermark I put is not always easy to view, mainly because of youtube's re-compression. But even if he grabbed some image where they are hard to see, I'll can always point to my entire video as the source of the screenshots, and at times in the video the vl-tones are easy to spot.

Anyhow, this Alan guy is a troll, and I guess I fell for it...But that got me into producing this fun little movie

----------

proffessor_gad, welcome to the forum, I hope you are not still doubting

The space limitation regarding geometry creation, are a RAM limitation, not ROM space. SM 64 cannot use the RAM expansion pack as is, so we would be limited by existing space. But this is one of the reason why it will take some time until this is possible. Currently, I decode the level geometry to display the level and objects in the editor. But there are many things I don't take into account when decoding the data, so creating valid polygon data is more complicated.

Also I would have to either write a 3d creation/editing program (not a small task), or write an importer to import standard 3d files from an external 3d program. The problem with the latter is that there are many things (like pointers etc.) other 3d programs cannot generate that are essential to the game.

So that's why it will take some time before we can create entirely new levels.
----------

Cellar Dweller, I have a quick question:

Do you know the hex equivalent in SM64 for the GBI geometrymode and cleargeometrymode commands?

I started to implement texture coloration, some vertex have a an RGB color value, while some contain a vertex normal. From what I've found these two GBI commands can be used to switch between vertex based coloration and Gouraud shading (which uses the normals).


(edited by VL-Tone on 01-29-06 10:49 PM)
Cellar Dweller +

Red Koopa









Since: 11-18-05
From: Arkansas

Last post: 6294 days
Last view: 6285 days
Posted on 01-30-06 02:11 AM Link
The code for layout command 0x13 is somewhat complicated, but I can tell you how the 7 unknown bytes are divided up into parameters. They are divided up as a single byte parameter, followed by an array of three 16 bit values.

I am starting to get a (still fuzzy) picture of how the layout decoding works. The 0x15 and 0x13 commands both add nodes to some kind of linked tree/list combo structure that I still need to work on. Unfortunetly, I need to work on my calculus homework too.

SetGeometryMode and ClearGeometryMode are 0xb7 and 0xb6 respectively. There are no parameters in the first 32 bits. The lower 32 bits contain the flags that are to be set or cleared.

0x00000001 - use Z buffering
0x00000004 - use shading
0x00000200 - enable smooth shading(otherwise use flat shading)
0x00001000 - cull front facing triangles
0x00002000 - cull back facing triangles
0x00010000 - enable fog
0x00020000 - enable lighting
0x00040000 - generate texture coords using the normal
0x00080000 - generate texture coords (not sure how this works)




(edited by Cellar Dweller on 01-30-06 01:13 AM)
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6315 days
Last view: 6315 days
Posted on 01-30-06 02:29 AM Link
Hey, you can get mario in 3ds here-
http://host-a.net/getfile.php?usern=proffessor_gad&file=mario.3ds
Hope it comes in handy!
background-
Hosma293
Newcomer


 





Since: 01-30-06
From: NSW, Australia

Last post: 6479 days
Last view: 6479 days
Posted on 01-30-06 08:32 AM Link
Howdy Guys!
I registered because of this thread, as I find it so amazing that these things can be pulled off! VL-Tone, I just watched the vid you posted, awsome! I can't wait to get my hands on this.
Any luck on making Mario turn into Luigi or anything else yet?

I know you said that making a 3d importer would be hard, but what about an exporter? You said you found Bowser's model, would it be possible to export it?

Anyways, thats the end of my rave
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6315 days
Last view: 6315 days
Posted on 01-30-06 02:35 PM Link
Ooops! Misprint! Here is the real background-

What I posted before was just a picture of mario in my game.
Spazzup™

Goomba


 





Since: 01-30-06
From: Canada

Last post: 6595 days
Last view: 6595 days
Posted on 01-30-06 03:50 PM Link
Originally posted by Hosma293
Any luck on making Mario turn into Luigi or anything else yet?

I believe he has, unless it was actually exploited without a tool (which is doubtful) o.o

http://www.youtube.com/w/Luigi-is-Really-Real-2005%3A-The-Movie?v=ssqjhF-xeJ8&search=Super%20Mario%2064%20Nintendo%20fun%20video%20games%20mod%20luigi%20yoshi

BTW I registered as a result of this thread too xD

VL, I'd just like to say that your progress in hacking SM64 is incredible. After seeing that video I'm even more excited about it. Kudos to you, as well as Cellar Dweller ^-^


(edited by Spazzup™ on 01-30-06 02:53 PM)
(edited by Spazzup™ on 01-30-06 02:53 PM)
spydark
Newcomer


 





Since: 01-26-06

Last post: 6653 days
Last view: 6653 days
Posted on 01-30-06 07:01 PM Link
Originally posted by VL-Tone
For those who didn't see it, here is the video I made to "prove" that I was working on the editor:

http://www.youtube.com/w/Super-Mario-64-Mod-2006?v=LC2SIXvs1mo

HyperHacker, I first thought about putting my name in a texture as a proof, but I thought it was too easy, and there are already tools to do it. But yeah I get your point, I could have used it as a kind of watermark in the video. The watermark I put is not always easy to view, mainly because of youtube's re-compression. But even if he grabbed some image where they are hard to see, I'll can always point to my entire video as the source of the screenshots, and at times in the video the vl-tones are easy to spot.

Anyhow, this Alan guy is a troll, and I guess I fell for it...But that got me into producing this fun little movie

----------

proffessor_gad, welcome to the forum, I hope you are not still doubting

The space limitation regarding geometry creation, are a RAM limitation, not ROM space. SM 64 cannot use the RAM expansion pack as is, so we would be limited by existing space. But this is one of the reason why it will take some time until this is possible. Currently, I decode the level geometry to display the level and objects in the editor. But there are many things I don't take into account when decoding the data, so creating valid polygon data is more complicated.

Also I would have to either write a 3d creation/editing program (not a small task), or write an importer to import standard 3d files from an external 3d program. The problem with the latter is that there are many things (like pointers etc.) other 3d programs cannot generate that are essential to the game.

So that's why it will take some time before we can create entirely new levels.
----------

Cellar Dweller, I have a quick question:

Do you know the hex equivalent in SM64 for the GBI geometrymode and cleargeometrymode commands?

I started to implement texture coloration, some vertex have a an RGB color value, while some contain a vertex normal. From what I've found these two GBI commands can be used to switch between vertex based coloration and Gouraud shading (which uses the normals).



if you dont realease it to the public for the testing...I want to be a beta tester...

email :spydark@gmail.com
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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | Thread closed


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